Sky Striker

Master V from on December 23rd, 2025
cp-ur 990 + cp-sr 240
40 cards

Notes & Combos

Hi!

Pretty late into the season, but I made it to Master V with a deck I have been learning: Sky Striker!

Allow me to overview my choices. This deck is extremely flexible in how you approach this deck, so my list is not definitive of what an ideal Sky Striker list should look like; rather, caters to my personal playstyle and approach to this meta.

My decklist primarily leans towards a slight hand-trap build (Three Ash, Two Ogre, Two Imperm), which is flexible towards going first and second. Ash Blossom and Ghost Belle in particular is really, really good as it helps insulate and disrupt things like Maxx C, Maliss, Dtail, threats to our graveyard, etc. It deals with spell/trap, mainly.

The engine remains relatively similar to other Striker lists, so I don't want to delve onto it too much. Personally, I believe it is the builds around the core engine that make each list unique, so I want to explore that instead.

Besides hand-traps, Triple Tactics Thrust/Talent are nice for going both first and second (a bit of a trend you may notice), and Thrust in particular can search Engage, or set a trap card. What might catch your eye is Spirtual Water Art-Aoi. I would recommend to NOT use this card in serious competitive builds, as other traps such as The Black Goat Laughs and Dimensional Barrier are generally more consistent. However, it is still a hilarious option that can win games. Ideally, you go Shizuku at the end of the turn along with backrow, handtraps, and follow up. Handrip at any time, then utilize the knowledge of your opponent's hand to time your disruptions well.

Other board breakers include Double Cyclone, which fortunately did pop up in Dracotail matchups, and was quite effective. Cosmic Cyclone is a more flexible alternative, and is a more permanent solution for removal. I personally do not run Super Polymerization as while it is strong, cluttered either by having a vulnerable monster on field or forced a discard which I did not prefer, personally.

Regarding the extra deck, it is largely the basic list. Ty-Phon and Azalea Temperance rarely were relevant, so an extra Zero, Gloom, Accesscode, etc. are good options.

Overall, the run was alright! Had some technical difficulties that were a nuisance, but the deck was really fun and rewarding! It is nice to pilot a deck that isn't a linear combo (like my main deck: Mathmech), and while I still am not the greatest pilot at the deck, it definitely is one of my favorites!

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